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<head>
    <meta charset="utf-8">
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    <title>Fast Anamorphic Light Shader — Alien.js</title>

    <link rel="preconnect" href="https://fonts.gstatic.com">
    <link rel="stylesheet" href="https://fonts.googleapis.com/css2?family=Roboto+Mono">
    <link rel="stylesheet" href="../assets/css/style.css">

    <script type="module">
        import { BloomCompositeMaterial, BlurMaterial, Color, ColorManagement, EnvironmentTextureLoader, Group, HemisphereLight, IcosahedronGeometry, ImageBitmapLoaderThread, LinearSRGBColorSpace, LuminosityMaterial, MathUtils, Mesh, MeshBasicMaterial, MeshStandardMaterial, OrthographicCamera, PanelItem, PerspectiveCamera, PointLight, RepeatWrapping, Scene, SceneCompositeAddMaterial, ShaderChunk, TextureLoader, UI, UnrealBloomBlurMaterial, Vector2, Vector3, VolumetricLightLensflareMaterial, WebGLRenderTarget, WebGLRenderer, getFullscreenTriangle, getViewSize, ticker } from '../../build/alien.three.js';

        const colors = {
            lightColor: 0xf44336
        };

        const layers = {
            default: 0,
            occlusion: 1
        };

        class Ball extends Group {
            constructor() {
                super();

                this.position.z = -1;

                this.initLight();
            }

            initLight() {
                const light = new PointLight(colors.lightColor, 1.9, 2.2, 0);
                this.add(light);
            }

            async initMesh() {
                const { anisotropy, loadTexture } = WorldController;

                const geometry = new IcosahedronGeometry(0.25, 6);

                // Second set of UVs for aoMap and lightMap
                // https://threejs.org/docs/#api/en/materials/MeshStandardMaterial.aoMap
                geometry.attributes.uv1 = geometry.attributes.uv;

                // Textures
                const [map, normalMap, ormMap, thicknessMap] = await Promise.all([
                    // loadTexture('uv.jpg'),
                    loadTexture('pbr/pitted_metal_basecolor.jpg'),
                    loadTexture('pbr/pitted_metal_normal.jpg'),
                    // https://occlusion-roughness-metalness.glitch.me/
                    loadTexture('pbr/pitted_metal_orm.jpg'),
                    loadTexture('pbr/pitted_metal_height.jpg')
                ]);

                map.anisotropy = anisotropy;
                map.wrapS = RepeatWrapping;
                map.wrapT = RepeatWrapping;
                map.repeat.set(2, 1);

                normalMap.anisotropy = anisotropy;
                normalMap.wrapS = RepeatWrapping;
                normalMap.wrapT = RepeatWrapping;
                normalMap.repeat.set(2, 1);

                ormMap.anisotropy = anisotropy;
                ormMap.wrapS = RepeatWrapping;
                ormMap.wrapT = RepeatWrapping;
                ormMap.repeat.set(2, 1);

                thicknessMap.anisotropy = anisotropy;
                thicknessMap.wrapS = RepeatWrapping;
                thicknessMap.wrapT = RepeatWrapping;
                thicknessMap.repeat.set(2, 1);

                const material = new MeshStandardMaterial({
                    color: new Color(colors.lightColor),
                    metalness: 0.7,
                    roughness: 2,
                    map,
                    metalnessMap: ormMap,
                    roughnessMap: ormMap,
                    aoMap: ormMap,
                    aoMapIntensity: 1,
                    normalMap,
                    normalScale: new Vector2(3, 3)
                });

                // Second channel for aoMap and lightMap
                // https://threejs.org/docs/#api/en/materials/MeshStandardMaterial.aoMap
                material.aoMap.channel = 1;

                // Based on https://github.com/mrdoob/three.js/blob/dev/examples/jsm/shaders/SubsurfaceScatteringShader.js by daoshengmu

                material.onBeforeCompile = shader => {
                    shader.uniforms.thicknessMap = { value: thicknessMap };
                    shader.uniforms.thicknessDistortion = { value: 0.1 };
                    shader.uniforms.thicknessAmbient = { value: 0 };
                    shader.uniforms.thicknessAttenuation = { value: 0.2 };
                    shader.uniforms.thicknessPower = { value: 2 };
                    shader.uniforms.thicknessScale = { value: 16 };

                    shader.fragmentShader = shader.fragmentShader.replace(
                        'void main() {',
                        /* glsl */ `
                        uniform sampler2D thicknessMap;
                        uniform float thicknessDistortion;
                        uniform float thicknessAmbient;
                        uniform float thicknessAttenuation;
                        uniform float thicknessPower;
                        uniform float thicknessScale;

                        void RE_Direct_Scattering(IncidentLight directLight, vec2 uv, vec3 geometryPosition, vec3 geometryNormal, vec3 geometryViewDir, vec3 geometryClearcoatNormal, inout ReflectedLight reflectedLight) {
                            vec3 thickness = directLight.color * texture(thicknessMap, uv).g;
                            vec3 scatteringHalf = normalize(directLight.direction + (geometryNormal * thicknessDistortion));
                            float scatteringDot = pow(saturate(dot(geometryViewDir, -scatteringHalf)), thicknessPower) * thicknessScale;
                            vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;
                            reflectedLight.directDiffuse += scatteringIllu * thicknessAttenuation * directLight.color;
                        }

                        void main() {
                        `
                    );

                    shader.fragmentShader = shader.fragmentShader.replace(
                        '#include <lights_fragment_begin>',
                        ShaderChunk.lights_fragment_begin.replaceAll(
                            'RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );',
                            /* glsl */ `
                            RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
                            RE_Direct_Scattering(directLight, vAoMapUv, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, reflectedLight);
                            `
                        )
                    );
                };

                const mesh = new Mesh(geometry, material);
                this.add(mesh);

                // Occlusion mesh
                const occMesh = mesh.clone();
                occMesh.material = new MeshBasicMaterial({
                    color: new Color(colors.lightColor).multiply(new Color(0.55, 0.55, 1)) // Blue tint
                });
                occMesh.layers.set(layers.occlusion);
                this.add(occMesh);
            }

            // Public methods

            ready = () => this.initMesh();
        }

        class Sphere extends Group {
            constructor() {
                super();
            }

            async initMesh() {
                const { anisotropy, loadTexture } = WorldController;

                const geometry = new IcosahedronGeometry(0.5, 12);

                // Second set of UVs for aoMap and lightMap
                // https://threejs.org/docs/#api/en/materials/MeshStandardMaterial.aoMap
                geometry.attributes.uv1 = geometry.attributes.uv;

                // Textures
                const [map, normalMap, ormMap, thicknessMap] = await Promise.all([
                    // loadTexture('uv.jpg'),
                    loadTexture('pbr/pitted_metal_basecolor.jpg'),
                    loadTexture('pbr/pitted_metal_normal.jpg'),
                    // https://occlusion-roughness-metalness.glitch.me/
                    loadTexture('pbr/pitted_metal_orm.jpg'),
                    loadTexture('pbr/pitted_metal_height.jpg')
                ]);

                map.anisotropy = anisotropy;
                map.wrapS = RepeatWrapping;
                map.wrapT = RepeatWrapping;
                map.repeat.set(2, 1);

                normalMap.anisotropy = anisotropy;
                normalMap.wrapS = RepeatWrapping;
                normalMap.wrapT = RepeatWrapping;
                normalMap.repeat.set(2, 1);

                ormMap.anisotropy = anisotropy;
                ormMap.wrapS = RepeatWrapping;
                ormMap.wrapT = RepeatWrapping;
                ormMap.repeat.set(2, 1);

                thicknessMap.anisotropy = anisotropy;
                thicknessMap.wrapS = RepeatWrapping;
                thicknessMap.wrapT = RepeatWrapping;
                thicknessMap.repeat.set(2, 1);

                const material = new MeshStandardMaterial({
                    color: new Color().offsetHSL(0, 0, -0.65),
                    metalness: 0.7,
                    roughness: 2,
                    map,
                    metalnessMap: ormMap,
                    roughnessMap: ormMap,
                    aoMap: ormMap,
                    aoMapIntensity: 1,
                    normalMap,
                    normalScale: new Vector2(3, 3)
                });

                // Second channel for aoMap and lightMap
                // https://threejs.org/docs/#api/en/materials/MeshStandardMaterial.aoMap
                material.aoMap.channel = 1;

                // Based on https://github.com/mrdoob/three.js/blob/dev/examples/jsm/shaders/SubsurfaceScatteringShader.js by daoshengmu
                // Based on https://gist.github.com/mattdesl/2ee82157a86962347dedb6572142df7c

                const uniforms = {
                    thicknessMap: { value: thicknessMap },
                    thicknessDistortion: { value: 0.185 },
                    thicknessAmbient: { value: 0 },
                    thicknessAttenuation: { value: 1 },
                    thicknessPower: { value: 20 },
                    thicknessScale: { value: 16 }
                };

                material.onBeforeCompile = shader => {
                    shader.uniforms = Object.assign(shader.uniforms, uniforms);

                    shader.fragmentShader = shader.fragmentShader.replace(
                        'void main() {',
                        /* glsl */ `
                        uniform sampler2D thicknessMap;
                        uniform float thicknessDistortion;
                        uniform float thicknessAmbient;
                        uniform float thicknessAttenuation;
                        uniform float thicknessPower;
                        uniform float thicknessScale;

                        void RE_Direct_Scattering(IncidentLight directLight, vec2 uv, vec3 geometryPosition, vec3 geometryNormal, vec3 geometryViewDir, vec3 geometryClearcoatNormal, PhysicalMaterial material, inout ReflectedLight reflectedLight) {
                            vec3 thickness = directLight.color * texture(thicknessMap, uv).r;
                            vec3 scatteringHalf = normalize(directLight.direction + (geometryNormal * thicknessDistortion));
                            float scatteringDot = pow(saturate(dot(geometryViewDir, -scatteringHalf)), thicknessPower) * thicknessScale;
                            vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;
                            reflectedLight.directDiffuse += material.diffuseColor * directLight.color * scatteringIllu * thicknessAttenuation;
                        }

                        void main() {
                        `
                    );

                    shader.fragmentShader = shader.fragmentShader.replace(
                        '#include <lights_fragment_begin>',
                        ShaderChunk.lights_fragment_begin.replaceAll(
                            'RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );',
                            /* glsl */ `
                            RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
                            RE_Direct_Scattering(directLight, vAoMapUv, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight);
                            `
                        )
                    );
                };

                const mesh = new Mesh(geometry, material);
                this.add(mesh);

                this.uniforms = uniforms;
            }

            // Public methods

            ready = () => this.initMesh();
        }

        class SceneView extends Group {
            constructor() {
                super();

                this.visible = false;

                this.initViews();
            }

            initViews() {
                this.sphere = new Sphere();
                this.add(this.sphere);

                this.ball = new Ball();
                this.add(this.ball);
            }

            // Public methods

            ready = () => Promise.all([
                this.sphere.ready(),
                this.ball.ready()
            ]);
        }

        class SceneController {
            static init(view) {
                this.view = view;

                // Mouse light
                this.mouse = new Vector2();
                this.target = new Vector2();
                this.lightPosition = new Vector3();
                this.lerpSpeed = 0.25;

                this.addListeners();
            }

            static addListeners() {
                window.addEventListener('pointermove', this.onPointerMove);
            }

            // Event handlers

            static onPointerMove = ({ clientX, clientY }) => {
                if (!this.view.visible) {
                    return;
                }

                this.target.x = (clientX / document.documentElement.clientWidth) * 2 - 1;
                this.target.y = 1 - (clientY / document.documentElement.clientHeight) * 2;
            };

            // Public methods

            static resize = () => {
                const { getViewSize } = WorldController;

                const { x, y } = getViewSize(this.view.ball.position.z);

                this.halfWidth = x / 2;
                this.halfHeight = y / 2;
            };

            static update = () => {
                if (!this.view.visible) {
                    return;
                }

                this.mouse.lerp(this.target, this.lerpSpeed);

                this.lightPosition.x = this.mouse.x * this.halfWidth;
                this.lightPosition.y = this.mouse.y * this.halfHeight;
                this.lightPosition.z = this.view.ball.position.z;

                this.view.ball.position.copy(this.lightPosition);
            };

            static animateIn = () => {
                this.view.visible = true;
            };

            static ready = () => this.view.ready();
        }

        class PanelController {
            static init(view, ui) {
                this.view = view;
                this.ui = ui;

                this.initPanel();
            }

            static initPanel() {
                const { vlMaterial, luminosityMaterial, bloomCompositeMaterial } = RenderManager;

                const { sphere } = this.view;

                const items = [
                    {
                        name: 'FPS'
                    },
                    {
                        type: 'divider'
                    },
                    {
                        type: 'slider',
                        name: 'Scale X',
                        min: -2,
                        max: 2,
                        step: 0.01,
                        value: vlMaterial.uniforms.uScale.value.x,
                        callback: value => {
                            vlMaterial.uniforms.uScale.value.x = value;
                        }
                    },
                    {
                        type: 'slider',
                        name: 'Scale Y',
                        min: -2,
                        max: 2,
                        step: 0.01,
                        value: vlMaterial.uniforms.uScale.value.y,
                        callback: value => {
                            vlMaterial.uniforms.uScale.value.y = value;
                        }
                    },
                    {
                        type: 'slider',
                        name: 'Swizzle',
                        min: -2,
                        max: 2,
                        step: 0.01,
                        value: vlMaterial.uniforms.uSwizzle.value,
                        callback: value => {
                            vlMaterial.uniforms.uSwizzle.value = value;
                        }
                    },
                    {
                        type: 'slider',
                        name: 'Exp',
                        min: 0,
                        max: 1,
                        step: 0.01,
                        value: vlMaterial.uniforms.uExposure.value,
                        callback: value => {
                            vlMaterial.uniforms.uExposure.value = value;
                        }
                    },
                    {
                        type: 'slider',
                        name: 'Decay',
                        min: 0.6,
                        max: 1,
                        step: 0.01,
                        value: vlMaterial.uniforms.uDecay.value,
                        callback: value => {
                            vlMaterial.uniforms.uDecay.value = value;
                        }
                    },
                    {
                        type: 'slider',
                        name: 'Density',
                        min: 0,
                        max: 1,
                        step: 0.01,
                        value: vlMaterial.uniforms.uDensity.value,
                        callback: value => {
                            vlMaterial.uniforms.uDensity.value = value;
                        }
                    },
                    {
                        type: 'slider',
                        name: 'Weight',
                        min: 0,
                        max: 1,
                        step: 0.01,
                        value: vlMaterial.uniforms.uWeight.value,
                        callback: value => {
                            vlMaterial.uniforms.uWeight.value = value;
                        }
                    },
                    {
                        type: 'slider',
                        name: 'Clamp',
                        min: 0,
                        max: 1,
                        step: 0.01,
                        value: vlMaterial.uniforms.uClamp.value,
                        callback: value => {
                            vlMaterial.uniforms.uClamp.value = value;
                        }
                    },
                    {
                        type: 'divider'
                    },
                    {
                        type: 'slider',
                        name: 'Scale X',
                        min: 0,
                        max: 4,
                        step: 0.02,
                        value: vlMaterial.uniforms.uLensflareScale.value.x,
                        callback: value => {
                            vlMaterial.uniforms.uLensflareScale.value.x = value;
                        }
                    },
                    {
                        type: 'slider',
                        name: 'Scale Y',
                        min: 0,
                        max: 4,
                        step: 0.02,
                        value: vlMaterial.uniforms.uLensflareScale.value.y,
                        callback: value => {
                            vlMaterial.uniforms.uLensflareScale.value.y = value;
                        }
                    },
                    {
                        type: 'slider',
                        name: 'Exp',
                        min: 0,
                        max: 1,
                        step: 0.01,
                        value: vlMaterial.uniforms.uLensflareExposure.value,
                        callback: value => {
                            vlMaterial.uniforms.uLensflareExposure.value = value;
                        }
                    },
                    {
                        type: 'slider',
                        name: 'Clamp',
                        min: 0,
                        max: 1,
                        step: 0.01,
                        value: vlMaterial.uniforms.uLensflareClamp.value,
                        callback: value => {
                            vlMaterial.uniforms.uLensflareClamp.value = value;
                        }
                    },
                    {
                        type: 'divider'
                    },
                    {
                        type: 'slider',
                        name: 'Distort',
                        min: 0,
                        max: 1,
                        step: 0.01,
                        value: sphere.uniforms.thicknessDistortion.value,
                        callback: value => {
                            sphere.uniforms.thicknessDistortion.value = value;
                        }
                    },
                    {
                        type: 'slider',
                        name: 'Ambient',
                        min: 0,
                        max: 5,
                        step: 0.01,
                        value: sphere.uniforms.thicknessAmbient.value,
                        callback: value => {
                            sphere.uniforms.thicknessAmbient.value = value;
                        }
                    },
                    {
                        type: 'slider',
                        name: 'Atten',
                        min: 0,
                        max: 5,
                        step: 0.01,
                        value: sphere.uniforms.thicknessAttenuation.value,
                        callback: value => {
                            sphere.uniforms.thicknessAttenuation.value = value;
                        }
                    },
                    {
                        type: 'slider',
                        name: 'Power',
                        min: 1,
                        max: 32,
                        step: 0.1,
                        value: sphere.uniforms.thicknessPower.value,
                        callback: value => {
                            sphere.uniforms.thicknessPower.value = value;
                        }
                    },
                    {
                        type: 'slider',
                        name: 'Scale',
                        min: 0,
                        max: 64,
                        step: 0.1,
                        value: sphere.uniforms.thicknessScale.value,
                        callback: value => {
                            sphere.uniforms.thicknessScale.value = value;
                        }
                    },
                    {
                        type: 'divider'
                    },
                    {
                        type: 'slider',
                        name: 'Thresh',
                        min: 0,
                        max: 1,
                        step: 0.01,
                        value: luminosityMaterial.uniforms.uThreshold.value,
                        callback: value => {
                            luminosityMaterial.uniforms.uThreshold.value = value;
                        }
                    },
                    {
                        type: 'slider',
                        name: 'Smooth',
                        min: 0,
                        max: 1,
                        step: 0.01,
                        value: luminosityMaterial.uniforms.uSmoothing.value,
                        callback: value => {
                            luminosityMaterial.uniforms.uSmoothing.value = value;
                        }
                    },
                    {
                        type: 'slider',
                        name: 'Strength',
                        min: 0,
                        max: 2,
                        step: 0.01,
                        value: RenderManager.bloomStrength,
                        callback: value => {
                            RenderManager.bloomStrength = value;
                            bloomCompositeMaterial.uniforms.uBloomFactors.value = RenderManager.bloomFactors();
                        }
                    },
                    {
                        type: 'slider',
                        name: 'Radius',
                        min: 0,
                        max: 1,
                        step: 0.01,
                        value: RenderManager.bloomRadius,
                        callback: value => {
                            RenderManager.bloomRadius = value;
                            bloomCompositeMaterial.uniforms.uBloomFactors.value = RenderManager.bloomFactors();
                        }
                    }
                ];

                items.forEach(data => {
                    this.ui.addPanel(new PanelItem(data));
                });
            }
        }

        const BlurDirectionX = new Vector2(1, 0);
        const BlurDirectionY = new Vector2(0, 1);

        class RenderManager {
            static init(renderer, scene, camera, view) {
                this.renderer = renderer;
                this.scene = scene;
                this.camera = camera;
                this.view = view;

                // Volumetric light and lens flare
                this.lightPosition = new Vector3();
                this.vlScale = new Vector2(1, -2);
                this.vlSwizzle = 0;
                this.vlExposure = 0.15;
                this.vlDecay = 1;
                this.vlDensity = 1;
                this.vlWeight = 0.4;
                this.vlClamp = 1;
                this.lensflareScale = new Vector2(1.5, 1.5);
                this.lensflareExposure = 1;
                this.lensflareClamp = 1;
                this.blurResolutionScale = 0.25;
                this.blurAmount = 2.5;

                // Unreal bloom
                this.luminosityThreshold = 0.1;
                this.luminositySmoothing = 1;
                this.bloomStrength = 0.3;
                this.bloomRadius = 0.2;

                this.enabled = true;

                this.initRenderer();
            }

            static initRenderer() {
                const { screenTriangle, resolution } = WorldController;

                // Manually clear
                this.renderer.autoClear = false;

                // Clear colors
                this.clearColor = new Color(0, 0, 0);
                this.currentClearColor = new Color();

                // Fullscreen triangle
                this.screenCamera = new OrthographicCamera(-1, 1, 1, -1, 0, 1);
                this.screen = new Mesh(screenTriangle);
                this.screen.frustumCulled = false;

                // Render targets
                this.renderTarget = new WebGLRenderTarget(1, 1, {
                    depthBuffer: false
                });

                this.renderTargetBlurA = this.renderTarget.clone();
                this.renderTargetBlurB = this.renderTarget.clone();

                this.renderTargetBright = this.renderTarget.clone();
                this.renderTargetsHorizontal = [];
                this.renderTargetsVertical = [];
                this.nMips = 5;

                for (let i = 0, l = this.nMips; i < l; i++) {
                    this.renderTargetsHorizontal.push(this.renderTarget.clone());
                    this.renderTargetsVertical.push(this.renderTarget.clone());
                }

                this.renderTarget.depthBuffer = true;
                this.renderTargetBlurA.depthBuffer = true;

                // Occlusion material
                this.blackoutMaterial = new MeshBasicMaterial({ color: 0x000000 });

                // Gaussian blur materials
                this.hBlurMaterial = new BlurMaterial(BlurDirectionX);
                this.hBlurMaterial.uniforms.uBlurAmount.value = this.blurAmount;

                this.vBlurMaterial = new BlurMaterial(BlurDirectionY);
                this.vBlurMaterial.uniforms.uBlurAmount.value = this.blurAmount;

                // Volumetric light material
                this.vlMaterial = new VolumetricLightLensflareMaterial();
                this.vlMaterial.uniforms.uScale.value = this.vlScale;
                this.vlMaterial.uniforms.uSwizzle.value = this.vlSwizzle;
                this.vlMaterial.uniforms.uExposure.value = this.vlExposure;
                this.vlMaterial.uniforms.uDecay.value = this.vlDecay;
                this.vlMaterial.uniforms.uDensity.value = this.vlDensity;
                this.vlMaterial.uniforms.uWeight.value = this.vlWeight;
                this.vlMaterial.uniforms.uClamp.value = this.vlClamp;
                this.vlMaterial.uniforms.uLensflareScale.value = this.lensflareScale;
                this.vlMaterial.uniforms.uLensflareExposure.value = this.lensflareExposure;
                this.vlMaterial.uniforms.uLensflareClamp.value = this.lensflareClamp;
                this.vlMaterial.uniforms.uResolution = resolution;

                // Luminosity high pass material
                this.luminosityMaterial = new LuminosityMaterial();
                this.luminosityMaterial.uniforms.uThreshold.value = this.luminosityThreshold;
                this.luminosityMaterial.uniforms.uSmoothing.value = this.luminositySmoothing;

                // Separable Gaussian blur materials
                this.blurMaterials = [];

                const kernelSizeArray = [3, 5, 7, 9, 11];

                for (let i = 0, l = this.nMips; i < l; i++) {
                    this.blurMaterials.push(new UnrealBloomBlurMaterial(kernelSizeArray[i]));
                }

                // Unreal bloom composite material
                this.bloomCompositeMaterial = new BloomCompositeMaterial();
                this.bloomCompositeMaterial.uniforms.tBlur1.value = this.renderTargetsVertical[0].texture;
                this.bloomCompositeMaterial.uniforms.tBlur2.value = this.renderTargetsVertical[1].texture;
                this.bloomCompositeMaterial.uniforms.tBlur3.value = this.renderTargetsVertical[2].texture;
                this.bloomCompositeMaterial.uniforms.tBlur4.value = this.renderTargetsVertical[3].texture;
                this.bloomCompositeMaterial.uniforms.tBlur5.value = this.renderTargetsVertical[4].texture;
                this.bloomCompositeMaterial.uniforms.uBloomFactors.value = this.bloomFactors();

                // Composite material
                this.compositeMaterial = new SceneCompositeAddMaterial({ dithering: true });
            }

            static bloomFactors() {
                const bloomFactors = [1, 0.8, 0.6, 0.4, 0.2];

                for (let i = 0, l = this.nMips; i < l; i++) {
                    const factor = bloomFactors[i];
                    bloomFactors[i] = this.bloomStrength * MathUtils.lerp(factor, 1.2 - factor, this.bloomRadius);
                }

                return bloomFactors;
            }

            static setLightPosition() {
                this.lightPosition.copy(this.view.ball.position).project(this.camera);

                const x = (this.lightPosition.x + 1) / 2;
                const y = (this.lightPosition.y + 1) / 2;

                this.vlMaterial.uniforms.uLightPosition.value.set(x, y);
            }

            // Public methods

            static resize = (width, height, dpr) => {
                this.renderer.setPixelRatio(dpr);
                this.renderer.setSize(width, height);

                width = Math.round(width * dpr);
                height = Math.round(height * dpr);

                this.renderTarget.setSize(width, height);

                // Gaussian blur
                const blurWidth = Math.round(width * this.blurResolutionScale);
                const blurHeight = Math.round(height * this.blurResolutionScale);

                this.renderTargetBlurA.setSize(blurWidth, blurHeight);
                this.renderTargetBlurB.setSize(blurWidth, blurHeight);

                this.hBlurMaterial.uniforms.uResolution.value.set(blurWidth, blurHeight);
                this.vBlurMaterial.uniforms.uResolution.value.set(blurWidth, blurHeight);

                // Unreal bloom
                width = Math.round(width / 2);
                height = Math.round(height / 2);

                this.renderTargetBright.setSize(width, height);

                for (let i = 0, l = this.nMips; i < l; i++) {
                    this.renderTargetsHorizontal[i].setSize(width, height);
                    this.renderTargetsVertical[i].setSize(width, height);

                    this.blurMaterials[i].uniforms.uResolution.value.set(width, height);

                    width = Math.round(width / 2);
                    height = Math.round(height / 2);
                }
            };

            static update = () => {
                const renderer = this.renderer;
                const scene = this.scene;
                const camera = this.camera;

                if (!this.enabled) {
                    renderer.setRenderTarget(null);
                    renderer.clear();
                    renderer.render(scene, camera);
                    return;
                }

                const renderTarget = this.renderTarget;
                const renderTargetBlurA = this.renderTargetBlurA;
                const renderTargetBlurB = this.renderTargetBlurB;
                const renderTargetBright = this.renderTargetBright;
                const renderTargetsHorizontal = this.renderTargetsHorizontal;
                const renderTargetsVertical = this.renderTargetsVertical;

                // Renderer state
                const currentOverrideMaterial = scene.overrideMaterial;
                const currentBackground = scene.background;
                renderer.getClearColor(this.currentClearColor);
                const currentClearAlpha = renderer.getClearAlpha();

                // Scene layer
                camera.layers.set(layers.default);

                renderer.setRenderTarget(renderTarget);
                renderer.clear();
                renderer.render(scene, camera);

                // Occlusion layer
                scene.background = null;
                renderer.setClearColor(this.clearColor, 1);

                scene.overrideMaterial = this.blackoutMaterial;
                renderer.setRenderTarget(renderTargetBlurA);
                renderer.clear();
                renderer.render(scene, camera);
                scene.overrideMaterial = currentOverrideMaterial;

                camera.layers.set(layers.occlusion);

                renderer.render(scene, camera);

                // Restore renderer settings
                scene.background = currentBackground;
                renderer.setClearColor(this.currentClearColor, currentClearAlpha);

                // Two pass Gaussian blur (horizontal and vertical)
                this.hBlurMaterial.uniforms.tMap.value = renderTargetBlurA.texture;
                this.screen.material = this.hBlurMaterial;
                renderer.setRenderTarget(renderTargetBlurB);
                renderer.clear();
                renderer.render(this.screen, this.screenCamera);

                this.vBlurMaterial.uniforms.tMap.value = renderTargetBlurB.texture;
                this.screen.material = this.vBlurMaterial;
                renderer.setRenderTarget(renderTargetBlurA);
                renderer.clear();
                renderer.render(this.screen, this.screenCamera);

                // Volumetric light pass
                this.vlMaterial.uniforms.tMap.value = renderTargetBlurA.texture;
                this.setLightPosition();
                this.screen.material = this.vlMaterial;
                renderer.setRenderTarget(renderTargetBlurB);
                renderer.clear();
                renderer.render(this.screen, this.screenCamera);

                // Extract bright areas
                this.luminosityMaterial.uniforms.tMap.value = renderTarget.texture;
                this.screen.material = this.luminosityMaterial;
                renderer.setRenderTarget(renderTargetBright);
                renderer.clear();
                renderer.render(this.screen, this.screenCamera);

                // Blur all the mips progressively
                let inputRenderTarget = renderTargetBright;

                for (let i = 0, l = this.nMips; i < l; i++) {
                    this.screen.material = this.blurMaterials[i];

                    this.blurMaterials[i].uniforms.tMap.value = inputRenderTarget.texture;
                    this.blurMaterials[i].uniforms.uDirection.value = BlurDirectionX;
                    renderer.setRenderTarget(renderTargetsHorizontal[i]);
                    renderer.clear();
                    renderer.render(this.screen, this.screenCamera);

                    this.blurMaterials[i].uniforms.tMap.value = this.renderTargetsHorizontal[i].texture;
                    this.blurMaterials[i].uniforms.uDirection.value = BlurDirectionY;
                    renderer.setRenderTarget(renderTargetsVertical[i]);
                    renderer.clear();
                    renderer.render(this.screen, this.screenCamera);

                    inputRenderTarget = renderTargetsVertical[i];
                }

                // Composite all the mips
                this.screen.material = this.bloomCompositeMaterial;
                renderer.setRenderTarget(renderTargetsHorizontal[0]);
                renderer.clear();
                renderer.render(this.screen, this.screenCamera);

                // Composite pass (render to screen)
                this.compositeMaterial.uniforms.tScene.value = renderTarget.texture;
                this.compositeMaterial.uniforms.tBloom.value = renderTargetsHorizontal[0].texture;
                this.compositeMaterial.uniforms.tAdd.value = renderTargetBlurB.texture;
                this.screen.material = this.compositeMaterial;
                renderer.setRenderTarget(null);
                renderer.clear();
                renderer.render(this.screen, this.screenCamera);
            };
        }

        class CameraController {
            static init(camera) {
                this.camera = camera;

                this.mouse = new Vector2();
                this.lookAt = new Vector3(0, 0, -2);
                this.origin = new Vector3();
                this.target = new Vector3();
                this.targetXY = new Vector2(2, 0.4);
                this.origin.copy(this.camera.position);

                this.lerpSpeed = 0.02;
                this.enabled = false;

                this.addListeners();
            }

            static addListeners() {
                window.addEventListener('pointermove', this.onPointerMove);
            }

            // Event handlers

            static onPointerMove = ({ clientX, clientY }) => {
                if (!this.enabled) {
                    return;
                }

                this.mouse.x = (clientX / document.documentElement.clientWidth) * 2 - 1;
                this.mouse.y = 1 - (clientY / document.documentElement.clientHeight) * 2;
            };

            // Public methods

            static resize = (width, height) => {
                this.camera.aspect = width / height;
                this.camera.updateProjectionMatrix();
            };

            static update = () => {
                if (!this.enabled) {
                    return;
                }

                this.target.x = this.origin.x + this.targetXY.x * this.mouse.x;
                this.target.y = this.origin.y + this.targetXY.y * this.mouse.y;
                this.target.z = this.origin.z;

                this.camera.position.lerp(this.target, this.lerpSpeed);
                this.camera.lookAt(this.lookAt);
            };

            static animateIn = () => {
                this.enabled = true;
            };
        }

        class WorldController {
            static init() {
                this.initWorld();
                this.initLights();
                this.initLoaders();
                this.initEnvironment();

                this.addListeners();
            }

            static initWorld() {
                this.renderer = new WebGLRenderer({
                    powerPreference: 'high-performance',
                    antialias: true
                });

                // Output canvas
                this.element = this.renderer.domElement;

                // Disable color management
                ColorManagement.enabled = false;
                this.renderer.outputColorSpace = LinearSRGBColorSpace;

                // 3D scene
                this.scene = new Scene();
                this.scene.background = new Color(0x060606);
                this.camera = new PerspectiveCamera(30);
                this.camera.near = 0.5;
                this.camera.far = 40;
                this.camera.position.z = 8;
                this.camera.lookAt(this.scene.position);

                // Global geometries
                this.screenTriangle = getFullscreenTriangle();

                // Global uniforms
                this.resolution = { value: new Vector2() };
                this.texelSize = { value: new Vector2() };
                this.aspect = { value: 1 };
                this.time = { value: 0 };
                this.frame = { value: 0 };

                // Global settings
                this.anisotropy = this.renderer.capabilities.getMaxAnisotropy();
            }

            static initLights() {
                this.scene.add(new HemisphereLight(0x606060, 0x404040, 3));
            }

            static initLoaders() {
                this.textureLoader = new TextureLoader();
                this.textureLoader.setPath('../assets/textures/');

                this.environmentLoader = new EnvironmentTextureLoader(this.renderer);
                this.environmentLoader.setPath('../assets/textures/env/');
            }

            static async initEnvironment() {
                this.scene.environment = await this.loadEnvironmentTexture('jewelry_black_contrast.jpg');
                this.scene.environmentIntensity = 1.2;
            }

            static addListeners() {
                this.renderer.domElement.addEventListener('touchstart', this.onTouchStart);
            }

            // Event handlers

            static onTouchStart = e => {
                e.preventDefault();
            };

            // Public methods

            static resize = (width, height, dpr) => {
                width = Math.round(width * dpr);
                height = Math.round(height * dpr);

                this.resolution.value.set(width, height);
                this.texelSize.value.set(1 / width, 1 / height);
                this.aspect.value = width / height;
            };

            static update = (time, delta, frame) => {
                this.time.value = time;
                this.frame.value = frame;
            };

            static ready = () => Promise.all([
                this.textureLoader.ready(),
                this.environmentLoader.ready()
            ]);

            // Global handlers

            static getTexture = (path, callback) => this.textureLoader.load(path, callback);

            static loadTexture = path => this.textureLoader.loadAsync(path);

            static loadEnvironmentTexture = path => this.environmentLoader.loadAsync(path);

            static getViewSize = object => getViewSize(this.camera, object);
        }

        class App {
            static async init() {
                this.initThread();
                this.initWorld();
                this.initViews();
                this.initControllers();

                this.addListeners();
                this.onResize();

                await SceneController.ready();
                await WorldController.ready();

                this.initPanel();

                CameraController.animateIn();
                SceneController.animateIn();
            }

            static initThread() {
                ImageBitmapLoaderThread.init();
            }

            static initWorld() {
                WorldController.init();
                document.body.appendChild(WorldController.element);
            }

            static initViews() {
                this.view = new SceneView();
                WorldController.scene.add(this.view);

                this.ui = new UI({ fps: true });
                this.ui.animateIn();
                document.body.appendChild(this.ui.element);
            }

            static initControllers() {
                const { renderer, scene, camera } = WorldController;

                CameraController.init(camera);
                SceneController.init(this.view);
                RenderManager.init(renderer, scene, camera, this.view);
            }

            static initPanel() {
                PanelController.init(this.view, this.ui);
            }

            static addListeners() {
                window.addEventListener('resize', this.onResize);
                ticker.add(this.onUpdate);
                ticker.start();
            }

            // Event handlers

            static onResize = () => {
                const width = document.documentElement.clientWidth;
                const height = document.documentElement.clientHeight;
                const dpr = window.devicePixelRatio;

                WorldController.resize(width, height, dpr);
                CameraController.resize(width, height);
                SceneController.resize();
                RenderManager.resize(width, height, dpr);
            };

            static onUpdate = (time, delta, frame) => {
                WorldController.update(time, delta, frame);
                CameraController.update();
                SceneController.update();
                RenderManager.update(time, delta, frame);
                this.ui.update();
            };
        }

        App.init();
    </script>
</head>
<body>
</body>
</html>
